Rearrange storage of reserved tracks for railway tiles
[openttd/fttd.git] / src / train.h
blob273de7d979e42d22eead97da9d460027577be32d
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8 */
10 /** @file train.h Base for the train class. */
12 #ifndef TRAIN_H
13 #define TRAIN_H
15 #include "newgrf_engine.h"
16 #include "cargotype.h"
17 #include "rail.h"
18 #include "engine_base.h"
19 #include "map/rail.h"
20 #include "ground_vehicle.hpp"
21 #include "pathfinder/pos.h"
23 struct Train;
25 /** Rail vehicle flags. */
26 enum VehicleRailFlags {
27 VRF_REVERSING = 0,
28 VRF_POWEREDWAGON = 3, ///< Wagon is powered.
29 VRF_REVERSE_DIRECTION = 4, ///< Reverse the visible direction of the vehicle.
31 VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6, ///< Electric train engine is allowed to run on normal rail. */
32 VRF_TOGGLE_REVERSE = 7, ///< Used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only).
33 VRF_TRAIN_STUCK = 8, ///< Train can't get a path reservation.
34 VRF_LEAVING_STATION = 9, ///< Train is just leaving a station.
37 /** Modes for ignoring signals. */
38 enum TrainForceProceeding {
39 TFP_NONE = 0, ///< Normal operation.
40 TFP_STUCK = 1, ///< Proceed till next signal, but ignore being stuck till then. This includes force leaving depots.
41 TFP_SIGNAL = 2, ///< Ignore next signal, after the signal ignore being stuck.
43 typedef SimpleTinyEnumT<TrainForceProceeding, byte> TrainForceProceedingByte;
45 byte FreightWagonMult(CargoID cargo);
47 void CheckTrainsLengths();
49 void FreeTrainTrackReservation(const Train *v);
50 bool TryPathReserve(Train *v, bool mark_as_stuck = false, bool first_tile_okay = false);
52 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length);
54 void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type);
56 /** Variables that are cached to improve performance and such */
57 struct TrainCache {
58 /* Cached wagon override spritegroup */
59 const struct SpriteGroup *cached_override;
61 /* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */
62 bool cached_tilt; ///< train can tilt; feature provides a bonus in curves
64 byte user_def_data; ///< Cached property 0x25. Can be set by Callback 0x36.
66 /* cached max. speed / acceleration data */
67 int cached_max_curve_speed; ///< max consist speed limited by curves
70 /**
71 * 'Train' is either a loco or a wagon.
73 struct Train FINAL : public GroundVehicle<Train, VEH_TRAIN> {
74 TrainCache tcache;
76 /* Link between the two ends of a multiheaded engine */
77 Train *other_multiheaded_part;
79 uint16 crash_anim_pos; ///< Crash animation counter.
81 uint16 flags;
82 TrackdirByte trackdir;
83 TrainForceProceedingByte force_proceed;
84 RailTypeByte railtype;
85 RailTypes compatible_railtypes;
87 /** Ticks waiting in front of a signal, ticks being stuck or a counter for forced proceeding through signals. */
88 uint16 wait_counter;
90 /** We don't want GCC to zero our struct! It already is zeroed and has an index! */
91 Train() : GroundVehicleBase() {}
92 /** We want to 'destruct' the right class. */
93 virtual ~Train() { this->PreDestructor(); }
95 friend struct GroundVehicle<Train, VEH_TRAIN>; // GroundVehicle needs to use the acceleration functions defined at Train.
97 void MarkDirty();
98 void UpdateDeltaXY(Direction direction);
99 ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_TRAIN_INC : EXPENSES_TRAIN_RUN; }
100 void PlayLeaveStationSound() const;
101 bool IsPrimaryVehicle() const { return this->IsFrontEngine(); }
102 SpriteID GetImage(Direction direction, EngineImageType image_type) const;
103 int GetDisplaySpeed() const { return this->gcache.last_speed; }
104 int GetDisplayMaxSpeed() const { return this->vcache.cached_max_speed; }
105 Money GetRunningCost() const;
106 int GetDisplayImageWidth(Point *offset = NULL) const;
107 bool IsInDepot() const { return this->trackdir == TRACKDIR_DEPOT; }
108 bool Tick();
109 void OnNewDay();
110 uint Crash(bool flooded = false);
111 Trackdir GetTrackdir() const;
112 RailPathPos GetPos() const;
113 RailPathPos GetReversePos() const;
114 TileIndex GetOrderStationLocation(StationID station);
115 bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
117 void ReserveTrackUnderConsist() const;
119 int GetCurveSpeedLimit() const;
121 void ConsistChanged(bool same_length);
123 int UpdateSpeed();
125 void UpdateAcceleration();
127 int GetCurrentMaxSpeed() const;
130 * Get the next real (non-articulated part and non rear part of dualheaded engine) vehicle in the consist.
131 * @return Next vehicle in the consist.
133 inline Train *GetNextUnit() const
135 Train *v = this->GetNextVehicle();
136 if (v != NULL && v->IsRearDualheaded()) v = v->GetNextVehicle();
138 return v;
142 * Get the previous real (non-articulated part and non rear part of dualheaded engine) vehicle in the consist.
143 * @return Previous vehicle in the consist.
145 inline Train *GetPrevUnit()
147 Train *v = this->GetPrevVehicle();
148 if (v != NULL && v->IsRearDualheaded()) v = v->GetPrevVehicle();
150 return v;
154 * Calculate the offset from this vehicle's center to the following center taking the vehicle lengths into account.
155 * @return Offset from center to center.
157 int CalcNextVehicleOffset() const
159 /* For vehicles with odd lengths the part before the center will be one unit
160 * longer than the part after the center. This means we have to round up the
161 * length of the next vehicle but may not round the length of the current
162 * vehicle. */
163 return this->gcache.cached_veh_length / 2 + (this->Next() != NULL ? this->Next()->gcache.cached_veh_length + 1 : 0) / 2;
167 * Get the railtype the vehicle is currently running on.
168 * @return The railtype under the vehicle
170 inline RailType GetTrackRailType() const
172 return !IsRailwayTile(this->tile) ? GetRailType(this->tile) :
173 (this->trackdir == TRACKDIR_WORMHOLE) ? GetBridgeRailType(this->tile) :
174 GetRailType(this->tile, TrackdirToTrack(this->trackdir));
177 protected: // These functions should not be called outside acceleration code.
180 * Allows to know the power value that this vehicle will use.
181 * @return Power value from the engine in HP, or zero if the vehicle is not powered.
183 inline uint16 GetPower() const
185 /* Power is not added for articulated parts */
186 if (!this->IsArticulatedPart() && HasPowerOnRail(this->railtype, this->GetTrackRailType())) {
187 uint16 power = GetVehicleProperty(this, PROP_TRAIN_POWER, RailVehInfo(this->engine_type)->power);
188 /* Halve power for multiheaded parts */
189 if (this->IsMultiheaded()) power /= 2;
190 return power;
193 return 0;
197 * Returns a value if this articulated part is powered.
198 * @return Power value from the articulated part in HP, or zero if it is not powered.
200 inline uint16 GetPoweredPartPower(const Train *head) const
202 /* For powered wagons the engine defines the type of engine (i.e. railtype) */
203 if (HasBit(this->flags, VRF_POWEREDWAGON) && HasPowerOnRail(head->railtype, this->GetTrackRailType())) {
204 return RailVehInfo(this->gcache.first_engine)->pow_wag_power;
207 return 0;
211 * Allows to know the weight value that this vehicle will use.
212 * @return Weight value from the engine in tonnes.
214 inline uint16 GetWeight() const
216 uint16 weight = (CargoSpec::Get(this->cargo_type)->weight * this->cargo.StoredCount() * FreightWagonMult(this->cargo_type)) / 16;
218 /* Vehicle weight is not added for articulated parts. */
219 if (!this->IsArticulatedPart()) {
220 weight += GetVehicleProperty(this, PROP_TRAIN_WEIGHT, RailVehInfo(this->engine_type)->weight);
223 /* Powered wagons have extra weight added. */
224 if (HasBit(this->flags, VRF_POWEREDWAGON)) {
225 weight += RailVehInfo(this->gcache.first_engine)->pow_wag_weight;
228 return weight;
232 * Allows to know the tractive effort value that this vehicle will use.
233 * @return Tractive effort value from the engine.
235 inline byte GetTractiveEffort() const
237 return GetVehicleProperty(this, PROP_TRAIN_TRACTIVE_EFFORT, RailVehInfo(this->engine_type)->tractive_effort);
241 * Gets the area used for calculating air drag.
242 * @return Area of the engine in m^2.
244 inline byte GetAirDragArea() const
246 /* Air drag is higher in tunnels due to the limited cross-section. */
247 return (this->trackdir == TRACKDIR_WORMHOLE && this->vehstatus & VS_HIDDEN) ? 28 : 14;
251 * Gets the air drag coefficient of this vehicle.
252 * @return Air drag value from the engine.
254 inline byte GetAirDrag() const
256 return RailVehInfo(this->engine_type)->air_drag;
260 * Checks the current acceleration status of this vehicle.
261 * @return Acceleration status.
263 inline AccelStatus GetAccelerationStatus() const
265 return (this->vehstatus & VS_STOPPED) || HasBit(this->flags, VRF_REVERSING) || HasBit(this->flags, VRF_TRAIN_STUCK) ? AS_BRAKE : AS_ACCEL;
269 * Calculates the current speed of this vehicle.
270 * @return Current speed in km/h-ish.
272 inline uint16 GetCurrentSpeed() const
274 return this->cur_speed;
278 * Returns the rolling friction coefficient of this vehicle.
279 * @return Rolling friction coefficient in [1e-4].
281 inline uint32 GetRollingFriction() const
283 /* Rolling friction for steel on steel is between 0.1% and 0.2%.
284 * The friction coefficient increases with speed in a way that
285 * it doubles at 512 km/h, triples at 1024 km/h and so on. */
286 return 15 * (512 + this->GetCurrentSpeed()) / 512;
290 * Allows to know the acceleration type of a vehicle.
291 * @return Acceleration type of the vehicle.
293 inline int GetAccelerationType() const
295 return GetRailTypeInfo(this->railtype)->acceleration_type;
299 * Returns the slope steepness used by this vehicle.
300 * @return Slope steepness used by the vehicle.
302 inline uint32 GetSlopeSteepness() const
304 return _settings_game.vehicle.train_slope_steepness;
308 * Gets the maximum speed allowed by the track for this vehicle.
309 * @return Maximum speed allowed.
311 inline uint16 GetMaxTrackSpeed() const
313 return GetRailTypeInfo(this->GetTrackRailType())->max_speed;
317 * Checks if the vehicle is at a tile that can be sloped.
318 * @return True if the tile can be sloped.
320 inline bool TileMayHaveSlopedTrack() const
322 /* Any track that isn't TRACK_X or TRACK_Y cannot be sloped. */
323 return IsDiagonalTrackdir(this->trackdir);
327 * Trains can always use the faster algorithm because they
328 * have always the same direction as the track under them.
329 * @return false
331 inline bool HasToUseGetSlopePixelZ()
333 return false;
337 #define FOR_ALL_TRAINS(var) FOR_ALL_VEHICLES_OF_TYPE(Train, var)
339 #endif /* TRAIN_H */